void Awake() { // isAnimating = true; // rollAllowed = true; layerMask = 1 << 9; // This would cast rays only against colliders in layer 8. // But instead we want to collide against everything except layer 8. The ~ operator does this, it inverts a bitmask. layerMask = ~layerMask; input = new DudeActions(); ledgeDectector = GetComponent <LedgeDetection>(); isAirborne = false; isHanging = false; isJumping = false; isGrounded = true; // input.CharacterControls.Shoot.performed += ctx => ShootBoolet(ctx.ReadValueAsButton()); input.CharacterControls.ZAxis.performed += ctx => { currentMovement.z = ctx.ReadValue <float>(); currentMovement.Normalize(); movementPressed = currentMovement.x != 0 || currentMovement.z != 0; // HandleWalkAnimation(movementPressed); // Debug.Log(currentMovement); }; input.CharacterControls.XAxis.performed += ctx => { currentMovement.x = ctx.ReadValue <float>(); currentMovement.Normalize(); movementPressed = currentMovement.x != 0 || currentMovement.z != 0; // HandleWalkAnimation(movementPressed); // Debug.Log(currentMovement); }; input.CharacterControls.Run.performed += ctx => { runPressed = ctx.ReadValueAsButton(); // HandleWalkAnimation(movementPressed); // Debug.Log(runPressed); }; input.CharacterControls.Roll.performed += ctx => { rollPressed = ctx.ReadValueAsButton(); // Debug.Log(runPressed); // can we just set animation bools here? // HandleRollAnimation(rollPressed); }; input.CharacterControls.Punch.performed += ctx => { punchPressed = ctx.ReadValueAsButton(); // HandlePunchAnimation(punchPressed); }; // jump action input.CharacterControls.Jump.performed += ctx => { jumpPressed = ctx.ReadValueAsButton(); // HandleJumpAnimation(jumpPressed); }; // ragdoll action started input.CharacterControls.Ragdoll.started += ctx => { ragdollPressed = ctx.ReadValueAsButton(); // Debug.Log("button down, val : " + ragdollPressed); // HandleRagdollAnimation(ragdollPressed); }; // ragdoll action started input.CharacterControls.Ragdoll.performed += ctx => { ragdollPressed = ctx.ReadValueAsButton(); if (!ragdollPressed) { // Debug.Log("button up, val : " + ragdollPressed); // HandleRagdollAnimation(ragdollPressed); } }; }
void Awake() { // isAnimating = true; // rollAllowed = true; input = new DudeActions(); ragdollControl = GetComponent <ragdollControl>(); // turn on and off ragdolling motionController = GetComponent <motionController>(); // access motion based info, mostly speed ledgeDectector = GetComponent <LedgeDetection>(); input.CharacterControls.ZAxis.performed += ctx => { currentMovement.z = ctx.ReadValue <float>(); currentMovement.Normalize(); movementPressed = currentMovement.x != 0 || currentMovement.z != 0; // HandleWalkAnimation(movementPressed); // Debug.Log(currentMovement); }; input.CharacterControls.XAxis.performed += ctx => { currentMovement.x = ctx.ReadValue <float>(); currentMovement.Normalize(); movementPressed = currentMovement.x != 0 || currentMovement.z != 0; // HandleWalkAnimation(movementPressed); // Debug.Log(currentMovement); }; input.CharacterControls.Run.performed += ctx => { runPressed = ctx.ReadValueAsButton(); // HandleWalkAnimation(movementPressed); // Debug.Log(runPressed); }; input.CharacterControls.Roll.performed += ctx => { rollPressed = ctx.ReadValueAsButton(); // Debug.Log(runPressed); // can we just set animation bools here? // HandleRollAnimation(rollPressed); }; input.CharacterControls.Punch.performed += ctx => { punchPressed = ctx.ReadValueAsButton(); // HandlePunchAnimation(punchPressed); }; // jump action input.CharacterControls.Jump.performed += ctx => { jumpPressed = ctx.ReadValueAsButton(); // HandleJumpAnimation(jumpPressed); }; // ragdoll action started input.CharacterControls.Ragdoll.started += ctx => { ragdollPressed = ctx.ReadValueAsButton(); // Debug.Log("button down, val : " + ragdollPressed); // HandleRagdollAnimation(ragdollPressed); }; // ragdoll action started input.CharacterControls.Ragdoll.performed += ctx => { ragdollPressed = ctx.ReadValueAsButton(); if (!ragdollPressed) { // Debug.Log("button up, val : " + ragdollPressed); // HandleRagdollAnimation(ragdollPressed); } }; }